Construction Yard - Cost: $N/A
All life for your campaign begins here. This is the most vital structure in the game, if it is destroyed, your chances of winning are very small! It is needed to construct other buildings, so defending it should be priority one.

Bio Reactor - Cost: $600
These are also vital structures, providing power to your base, allowing defences to defend, Construction Yards to construct, and War Factories to build tanks. Without the necessary amount of power plants, your base defences will not function, and it will drastically slow down, if not halt, your production of further units. To increase its output, upto 5 infantry can be placed inside. If it is destroyed, the infantry are freed.

Yuri Barracks - Cost: $500
This structure allows you to train troops and build base defences. Later, more defences and infantry will become available.

War Factory - Cost: $2000
This building enables the construction of tanks, transports, Slave Miners and MCVs, thus making it very important to you.

Grinder - Cost: $600
This structure is the equivalent of the allied and soviet service depots, but in a much more sinister way. Instead of repairing units, this structure destroys them by recycling the materials used, refunding you your credits in the process. This structure is especially useful when you begin to capture enemy vehicles due to Yuri's psychic technology, as you can send them straight to the grinder. Aside from destroying your opponent's units, you profit from it as well.

Submarine Pen - Cost: $1000
This structure is used for producing Boomers. Your navy is an important part of your forces, as they can defend your base and form a blockade around your opponent. Your naval shipyard must obviously be placed in water, but try to keep it as near to the land as possible, so that some of your ground defences can protect it.

Psychic Radar - Cost: $1000
This structure activates the radar and acts like the Psychic Sensor in RA2. It illustrates your enemy's plans by showing dashed lines, illustrating if any of your opponent's units are heading for your base. This is an excellent advantage, because if you are vigilant then you will be able to spot and prevent oncoming enemy units, and to produce defences around the specific target.

Battle Lab - Cost: $2000
This large tower allows Yuri to construct the more high tech units and structures. It is almost essential as you will need to tech up to stand a chance of survival against the enemy.

Force Shield - Cost: $N/A
When activated via the Battle Lab, the Force Shield puts up a force field around the targeted structure(s) rendering them impervious to any attack. However the force field drains so much power that all base power is lost, and the field can only be maintained for a short time before it must be shut down to prevent damage to power plants.

Wall - Cost: $100
Walls prevent access for infantry and vehicles. Certain vehicles can shoot over it, such as the Prism Tank and IFV. Infantry can't shoot or pass through it.

Gattling Cannon - Cost: $1000
This is the ultimate defence, able to target and destroy both air and ground targets with reletive ease. What's more, the longer the Gattling Cannon fires, the faster it shoots, making it deadly in long confilicts. Unfortunately, this weapon is let down but it's short range and lightish armour.

Psychic Tower - Cost: $1000
When an ememy unit enters the Psychic Tower's rather small range, it becomes yours to control. You can send it into the Grinder for cash, or into battle against its creator, if the Tower is destroyed the unit will return to its original owner. As well as it's lack of range, the Psychic Tower can only control 3 units at a time.

Tank Bunker - Cost: $400
This defencive structure is availiable from the word go. When deployed, it is useles, but you can send any turreted vehicle (except the magnatron) in here, giving the inserted unit extra armour and firepower. The bunker can be repaired, but the vehicle inside can be targeted and destroyed.

Psychic Reveal - Cost: $N/A
After charging, Yuri uses his Psychic powers to clear quite a sizeable area of shroud. It has much the same result as the Soviet Spy Plane, except it can't be shot down.

Cloning Vats - Cost: $2500
When one of these is constructed, any infantry trained is duplicated at no cost to you.

Genetic Mutator - Cost: $2500
After charging, this Super Weapon mutates (hence the name) all units - friend and foe alike - into Brutes under your control. All animals (Dogs, Dolphins and Squids) are destroyed because their genes are incompatable. As with all S.Weapons, when the Silo is deployed, the shroud surrounding it is removed, a countdown begins and an audio warning is issued to all players.

Psychic Dominator - Cost: $5000
After charging, this Super Weapon uses concentrated phychic power to deal out massive damage to units and structures alike. This massive brain wave also permanently mind controls upto 9 enemy units within the radius of the attack - a lethal combination. As with all S.Weapons, when the Silo is deployed, the shroud surrounding it is removed, a countdown begins and an audio warning is issued to all players.